Version 0.9.11.0 brings following features:
- God's statues at outside world are now interactive
- The quest to awake them has been added
- Awoken gods has some unusual crafting capabilities
- Small icons showing god's recharge status added

No one played less than 30 minutes. That’s humbling to us! We hope it shows you were invested and having fun.
Average session length. Around 2 hours and no one under 30 minutes.
Most popular mode. Solo play took the crown.


[/carousel]Begraved is designed for 1–5 players. While we believe the game shines in co-op, solo adventurer's experience is important to us, so our goal moving forward.
Make multiplayer even more engaging.
Keep solo play rewarding and immersive.

We knew going into the playtest that tutorials needed improvement. Here’s our philosophy.
We’re big fans of direct gameplay meaning everything happens through actions, touch, push, pull, with least amount of time spent in menus or inventory screens slowing you down.
But we also want the game to feel intuitive, not frustrating. Expect better onboarding and clearer guidance in the next playtest update and for players that like to work stuff out themselves? Don't worry the tutorial is so far planned as optional.

QnA planned.
Preview of tutorial changes coming soon.
More invites to the playtest.
Keep feedback coming! Every comment helps us make Begraved the best experience possible.
What do you think about solo vs. multiplayer? What tutorial improvements would help you most? Drop your thoughts in the comments or in our community DISCORD
Until next time, Laters Groobers,
Jade - CM
Version 95
New Features:
-Intro cinematic V1 ! Just a short in-engine intro to set the mood when starting a new save.
-Furbles now has a penchant for bananas. Right now he'll follow you around the station if you're holding one.
-Tutorial has been reworked to include branching paths to get the player into hydroponics.
-Allow the player to invert their Y Axis in the 'controls' screen.
Bug Fixes:
-Trash shouldn't pop out of customers and thru the floor any more hopefully.
-Customers no longer get 'hung up' and decide they dont want to buy anything for no reason.
-The cart/dolly should be a lot more stable. It should stay on board even if colliding on corners at a high speed.
-I's easier to pick up crates on top of teleporter pads.
-You can no longer hold R and bring up the radial menu in certain situations (Checkout counter, casino game, etc)
Tweaks:
-Certain tooltips stay active at different points in the tutorial.
-The game starts you off with a half grown banana plant.
-Crop beds reduced for new players.
-Unlocks have been tweaked and spaced a bit more so theyre not as front loaded on the first few days.
-Preview objects when building from the radial now have the object facing the player when they are selected.
-Exiting the casino games and other things should be consistent with the keybinds (Q or Escape) - the only difference at this point I believe is the checkout counter.
-Added a couple of small easter eggs.
What's next:
-We're continuing to work on the early game experience for the next patch.
-We're also working on improving performance, especially in larger stores.
-Steamdeck performance & controller improvement
Text Entry is now available in "alpha" testing format! Utilize the "Open Text Entry" command under User Interface commands and make sure to setup a Text Entry User Interface.
The keyboard layout is not yet configurable, but it will be soon (TM).
Support for pictures in the command is not yet available.
Input with Keyboard and On-Screen Keyboard still occasionally is buggy.
Fixed an issue with modifying lights via modal not updating in the editor.
Fixed an issue with how Start Battle command works and processes via scripts.
Fixed an issue with "Use Space if Hidden" in List User Interfaces.
Town exploration turned out to be a huge scope creep risk—so instead, I added a lightweight but flavorful system that lets you talk directly to your Blocs.
Complete their tasks to earn permanent or temporary upgrades that boost your campaign in meaningful ways.
To keep strategies fresh:
Limited card usage prevents repeating the same moves every game.
Card merging lets you fuse cards into stronger versions with bonus benefits.
These two mechanics work together to add depth without slowing the pace.
Your Rival has a new threat: ALL-IN Mode.
Once their All-In Gauge maxes out, they unleash boosted stats and target all of your Blocs at once.
Use Disrupt or Sabotage cards to shut down the ALL-IN trigger before it happens!
Thanks for sticking with the project—hope you enjoy the new Demo Update!
Feedback is always welcome! 🙌
We’re hosting a Steam Playtest for Politiks soon!
If you’d like to join:
Leave a comment below
Email me at
Or join my Discord server: bohfam2014
Playtesters will need to record their gameplay so we can squash bugs and polish the experience!
Hi, my name is Pieter, (pronounced Peter) the developer of Mini Worlds. I develop this game/toy in my free time, after my day job and my job as a dad of 2 kids. As you can image, life is pretty busy.
As I strive to deliver a polished product, I don't want to rush the release. Let me tell you about some key points why I will take more time:
A game/toy about building a world isn't very fun with only a few objects to place. Creating more content for you to enjoy which is performant and coherent with the rest of the art is a whole process.
I am a big advocate for controller support in games, since it allows people with a disability to also enjoy games when they use custom controllers. Adding proper support takes time.
Minimizing bugs makes it more enjoyable for everyone to play Mini Worlds. Some bugs are easy to spot and fix but some bugs are set to make my life even harder.
High standards I've set myself. This is a personal trait. It might be good and it might be bad. If I would lower my standards, the game could be live right now but I want to ensure everything works well and you have enough content to play with.
This results in me setting the release of Mini Worlds to 2026. When a proper date is chosen, I will surely let you know!
Just for fun, here is a screenshot of project "Minimalist World Gen", how Mini Worlds started.

Hey everyone, patch 0.4.0.0 Busy Work is finally here! This update represents a huge jump forward for Fargone in terms of gameplay depth, world design, and overall replayability. I’ve already made several posts about what to expect, so if you haven’t read them yet, you can check out the announcement post below along with the new trailer. There is also some important information below regarding legacy save compatibility.
Full patch notes can be found at the bottom of this post. Looking ahead, before the end of November there will be two updates that will act as mission packs, extending the number of dynamic missions added in the Busy Work update. These packs will be faction-themed: the Hollowed Mission Pack and the Military Mission Pack. So if you like working with either of these factions, there will soon be more opportunities to do so.
This has been the biggest change to Fargone since its release, and I’m very excited for you all to jump in and try it out! As always, thank you very much for all the support you’ve given Fargone, and I hope you enjoy the new content.
—Jordan
As always, I do my best to ensure save wipes are not required. Legacy saves will migrate as with prior updates; however, since the scope of this update is so large, I highly recommend a fresh start to experience everything as intended.
If you do use a legacy save, you will lose any attachments you had on weapons. This is because I reworked the entire attachment system with this update to fix several phantom weight bugs, and it was simply not possible to migrate legacy attachments.
Click here to view the announcement features post: https://store.steampowered.com/news/app/2242100/view/527609566141090316?l=english Trailer: https://www.youtube.com/watch?v=6ZQQ_OpciT8&feature=youtu.bePatch notes
Added
Features
New dynamic camera bob system (configurable in settings)
New hostage rescue mission type
New VIP assassination mission type
New dynamic/daily missions at Days End Bar
New dynamic/daily missions at Sal’s bus
Experienced Hollowed spawns
Experienced Military spawns
Experienced Runners spawns
New lock picking system
New randomised weapon mod system
New randomised armour mod system
New AI companion system
New rain sound effects
New contextual tutorial system
Missions
Added new Hostage mission for Catcher (Dynamic)
Added new VIP mission for Catcher (Dynamic)
Added new VIP military mission for Catcher (Dynamic)
Added new document retrieval mission for Sal (Dynamic)
Added new retrieval mission for Sal (Dynamic)
Added new hostage mission for Sal (Dynamic)
Added new Boss Hunting bounty board mission
Added new Mutant Hunting bounty board mission
Added new VIP bounty board mission
Added new Military VIP bounty board mission
Audio
Added several new rain sounds
Added several new wind sounds
Improved explosion sound of mines
Items
Weapons
XMC-MR Marksman Rifle
Unique Weapons
Hunter’s Revenge
Marksman’s Sidekick
General Items
Lockpicks
Hawkeon MKII Scope
Gen 2 Pants, Gear, Gloves, Boots, Helmet, Spec Ops Helmet, Gas Mask
Survivors Gear, Pants, Gloves, Boots
Bear Fur Resource
Attachment Changes
PM1 now supports the Advanced Suppressor
Glock now supports Makeshift and Normal Suppressors
Achievements
Cleanser
The Bigger They Are
Tacticool
Eye for Gold
The Dark Below
Enlisted
Friendly Neighbourhood Survivor
Bounty Hunter
Homesteader
True Survivor
Veteran
Walk the Path
Immovable Object
Mutant Hunter
Beacon
Ultimate Survivor
Locations
Reworked Days End Bar, Harvers Farm, Crescent Village
New Factory/Warehouse POI in Grasslands Zone
Reworked Checkpoint POI in Mountains
Several new minor POIs in Mountains
New Mini Bunker in Mountains
Several new minor POIs in Grasslands
Replaced Hazard Zone Tunnel with new POI (The Toxic Road)
New Military Base in Mountains
New Salvage Yard, Quarry, and Factory POI in Grasslands
Reworked Lodge in Grasslands (formerly Happy Stars Campsite)
Reworked Airfield in Grasslands
AI Changes
Human AI now enter standoff state when detecting a player with low but not fully hated rep
Scalper AI now moves better to hiding spots after attacking
AI now has smarter wander/idle logic
Improved several AI animation syncs with movement
Fixed AI getting stuck trying to rotate to face target constantly
Improved human target selection logic based on perceived danger/threat
AI may tell campfire stories while resting
Graphics
Reworked post-processing stack for better visual tone
Improved sun, metal reflections, puddles, and blood effects
Added radiated blood effect for husks
Improved
AI ragdoll performance and max count
Max decal count
Backend logic for saving/loading items
Loot spawns and tables across entire map
Dynamic animation frame rate for distant AI
AI pathfinding smoother and more stable
Brightness of fluorescent lights
Liberty Elite Defender Helmet now has integrated NVGs
Grass models optimized for performance
Ammo cost rebalanced
Soft lock fixes
Audio system performance
Human AI movement improved
Smoothed zombie investigate movement
Fixed
Draugenov laser off-center
AI spawners sometimes not spawning correctly
Lightning and volumetric lights causing white flashes
Zombies opening doors
Shops spawning duplicate slots
Interaction issues with Sal, Hank, and other NPCs
Binocular issues
Inventory highlight effect stuck
Zombies cutting corners
AI weapon firing and melee bugs
Bounty board saving/loading
Needs bars display
M4 red dot aim
Crafted/cooked items not perfect
Gaps between arm/hand models
Water canteen refill bug
None
Streamlined tutorial to make the player's experience more linear and forgiving.
Updated keybinds for the combo to require the player to repress a direction button to trigger the next step in the combo.
Increased size of detector for coins, so that the player doesn't need to directly touch them any more.
\[Bugfix] Fixed a bug where the player would respawn over air and infinitely fall.
Visual bug: the new line of text automatically appears, with the remaining appear animation as the previous line when the player rushes through dialogue.
Visual bug: more/less of the world is visible at higher/lower selected resolutions in the settings menu.
Gameplay bug: Character movement stutters when running back and forth near the portal
\[Web version only] Hardware acceleration causes audio issues.
\[Web version only] When displayed on really high screen resolution, the game camera zooms out really far.
\[Web version only] Screen resolution settings are difficult to navigate due to embedding on the webpage. The game also doesn't detect exiting full screen mode via the Esc key.
Hey NIMRODS!
We wanted to provide an update on what we’ve been up to and what we have planned.
You've been asking for Endless Mode since launch. We want it too - after all, having an awesome gun isn’t as satisfying if you can’t see just how far you can push it.
But when we started developing Endless Mode, we ran into a snag: late game balance.
Our existing model uses multiplicative scaling across most of our stats. This leads to some amazing synergies & power spikes… but also to some very broken ones. When everything multiplies together - augments, tunings, genes, boss drops - things get spicy. Some combos can reach theoretical fire-rates of 4500+ bullets fired per second. That’s a lot of value getting tossed out due to stat caps - and even more stress on our systems. And that's where power fantasy hits a wall. Creating a meaningful challenge becomes incredibly difficult to balance in our late game.
That's why we're taking a step back to rebalance augments with additive scaling where it matters. You'll still build absolutely absurd guns - but instead of exponential runaway, you'll see more consistent improvements stacking predictably. This allows stats to scale much higher and removes strict clamps like the fire rate limit, replacing them with diminishing returns.
Translation: Your insane builds will work and you'll see every upgrade matter, even 50 waves deep.
We are tuning this carefully. When we're ready, you'll all get to break it in a community beta. We need your weirdest builds to stress-test this before launch. Endless Mode is coming, stay tuned!
We’re almost done with the final step in our major performance overhaul - this time focusing on the enemy system.
If you’ve followed our past devlogs, you know we’ve been iterating on performance for a while. Read an earlier post here: NIMRODS | Performance Devlog - Every MS counts
We're converting the enemy system to ECS (same tech that saved projectiles). Early tests show massive gains, but we're not rushing this. When it's stable, we'll drop a beta for the community to check out.
We have a ton of new ideas cooking. Our goal is to lean even harder into what makes NIMRODS unique: wacky power, surprising builds, and ridiculous moments. At the same time, we’re simplifying where it makes sense - making augments easier to understand at a glance while keeping their unique depth.
Everything below is still work-in-progress and subject to change, but here’s a peek:
We loved the idea of turning a banana clip into an actual banana - so of course, it had to be shootable. The more penetrations you stack, the longer your Bananarang spins!

When a projectile’s lifetime ends, it splits into several new ones.

Knockback builds need some love and this is our first *swing* at it. The Boxing Glove will be an underbarrel augment that sends enemies flying.

We’ve received a lot of requests for this one - so we quickly prototyped it! There’s still more work to do (and we’re exploring other accessibility improvements too), but it’s off to a great start.

We’ve continued work on a new biome. Expect new enemies, new bosses, new visuals, and more environmental variety. We’ll update our early access roadmap soon - and share more details in a future devlog.

We have a poll up on Discord to vote on which of these features excites you the most. Head over and cast your vote - the poll is open till November 20! If you love all of them - don’t worry, they’ll make their way into the game eventually. We just want to see what you’re most hyped for.
We’ll be running more community polls regularly going forward, so stay tuned!
Also - if you have your own ideas for augments, chassis, or characters, share them on Steam or Discord. We love hearing from you! 😁
We're just five people trying to build a genre-defining game with the most absurd gun crafting. Every update takes time, iteration, and more coffee than is medically advisable.
Thanks for sticking with us. More incoming...
Reviews go a long way in helping more people discover NIMRODS. If you’ve been having fun with the game, we’d really appreciate it if you left a review. It makes a huge difference means a lot! ❤️ 